normal map inverted in cycles
The normal map you are using is baked for tangent space. Blender tries to calculate the tangent and binormal vectors from a UV map. The problem here is that along UV seams the tangent direction can change. This is why you get weird shading along the UV seams.

A simple solution is to calculate the normalmap in Object space (use "Object Space", not "Blender Object Space" in the Cycles shader). However this will not work if your object gets deformed, for example by animation bones. Also there still seem to be some artifacs and the normals seem not to be calulated smoothly (see red box below).



Using the displacement texture directly instead of the normal map gives you perfectly smooth shading, so I think you should it instead.

Apart from the texture issues your object also has a bunch of flipped normals: inside the nostrils, the eye sockets and inside the holes where the ears are attatched to the head.